Explore Soviet units in Command & Conquer: Red Alert 3, including the Conscript ($100) and Natasha ($2000). Learn their roles and abilities.
Conscript
Class: Infantry. Purpose: Anti-Infantry, Anti-Garrison. Role: Main Infantry. Weapon Type: Bullet, Grenade. Range: Medium. Good Versus: Infantry. Bad Versus: Armour, Aircraft. Armour: Medium. Speed: Medium. Amphibious?: No. Special Ability: Molotov Cocktails/Assault Rifle (Toggle). Produced At: Barracks. Cost: $100. Requires: Available at Start.
Conscripts are simple partisans in the Soviet army. In Command & Conquer: Red Alert 3, they also carry Molotov Cocktails as well as Rifles. The Cocktails are effective against enemy Garrisons and enemy Structures.
War Bear
Class: Infantry. Purpose: Anti-Infantry. Role: Scout. Weapon Type: Melee. Range: Melee. Good Versus: Infantry. Bad Versus: Armour, Aircraft. Armour: Low. Speed: Fast. Amphibious?: Yes. Special Ability: Amplified Roar (Instant). Produced At: Barracks. Cost: $225. Requires: Available at Start.
The Soviet counterpart to Allied Attack Dogs, they basically function the same way, except that Bears are more durable and more expensive. They are the natural bane against Spies and Engineers.
Combat Engineer
Class: Infantry. Purpose: Base Repair, Base Capture. Role: Worker, Special Infantry. Weapon Type: Bullet. Range: Short. Good Versus: Structures, Infantry. Bad Versus: Everything Else. Armour: Low. Speed: Slow. Amphibious?: Yes. Special Ability: Erect Battle Bunker (Target). Produced At: Barracks. Cost: $500. Requires: Available at Start.
The Command and Conquer Series has always featured Engineer-type Units for every faction (except in Generals). All Engineers were capable of Capturing enemy Buildings, and Repairing Friendly Buildings. In Command & Conquer: Red Alert 3, Engineers can cross water as well as land. Soviet Engineers are also armed with a pistol, and can build a Bunker that acts like a Garrisonable Structure anywhere on land.
Flak Trooper
Class: Infantry. Purpose: Anti-Armour, Anti-Air. Role: Support Infantry. Weapon Type: Flak, Explosive. Range: Long, Melee. Good Versus: Armour, Aircraft. Bad Versus: Infantry. Armour: Medium. Speed: Slow. Amphibious?: No. Special Ability: Magnetic Mines/Flak Cannon (Toggle). Produced At: Barracks. Cost: $400. Requires: Available at Start.
Flak Troopers are another returning bunch of Units in Command & Conquer: Red Alert 3. Improved Flak Cannons make these Soldiers effective against Armour as well as Aircraft. The crazier Troopers can also get up close and plant explosive charges against Structures or Vehicles for more damage!
Tesla Trooper
Class: Infantry. Purpose: Anti-Infantry, Anti-Armour. Role: Special Infantry. Weapon Type: Tesla. Range: Medium. Good Versus: Infantry, Armour. Bad Versus: Aircraft. Armour: High. Speed: Slow. Amphibious?: No. Special Ability: EM Surge/Tesla Coilguns (Toggle). Produced At: Barracks. Cost: $750. Requires: Super Reactor.
Tesla Troopers also return. They can electrocute Infantry and Vehicles, making them formidable soldiers. They can use the EMP Surge attack, which disables any vehicles nearby, but makes the Trooper immobile.
Chief Scientist
Class: Infantry. Purpose: Healer. Role: Special Infantry. Weapon Type: None. Range: N/A. Good Versus: None. Bad Versus: Everything. Armour: Medium. Speed: Medium. Amphibious?: N/A. Special Ability: N/A. Produced At: N/A. Cost: N/A. Requires: Campaign Only. Games: Uprising Only.
FutureTech has kidnapped some of the finest Russian Scientists. The Scientists are willing to do whatever they can to help, which is pretty much acting like a medic.
Mortar Cycle
Class: Armour/Infantry. Purpose: Anti-Infantry, Anti-Structure. Role: Special Infantry. Weapon Type: Grenade, Shell. Range: Short/Long. Good Versus: Infantry, Structures. Bad Versus: Armour, Aircraft. Armour: Light. Speed: Fast. Amphibious?: No. Special Ability: Porta-Mortar/Molotov Flurry (Toggle). Produced At: Barracks. Cost: $600. Requires: War Factory. Games: Uprising Only.
Although Mortar Cycles are classified as Armoured Units, they are produced at the Barracks. Mortar Cycles are armed with Molotov Cocktails or with their Porta-Mortar Cannons, making them effective against Defences and Garrisons. Mortar Cycles can attack and move when using Molotovs, but not with Mortars.
Desolator Trooper
Class: Infantry. Purpose: Anti-Infantry. Role: Special Infantry. Weapon Type: Toxic. Range: Short. Good Versus: Infantry, Armour. Bad Versus: Defences, Aircraft. Armour: Medium. Speed: Slow. Amphibious?: No. Special Ability: Splattershot Mode/Deathspray Mode (Toggle). Produced At: Barracks. Cost: $1500. Requires: Battle Lab. Games: Uprising Only.
The Desolator is a deadly Unit against Infantry, splashing his victims with Toxins. If the enemy sends in Armour in response, the Desolator can use his Splattershot Gun to make Armour more vulnerable to Toxins.
Natasha
Class: Infantry. Purpose: Anti-Infantry, Anti-Armour, Anti-Structure. Role: Commando. Weapon Type: Bullet, Aircraft. Range: Long. Good Versus: Infantry, Armour. Bad Versus: Aircraft, Defences. Armour: Medium. Speed: Medium. Amphibious?: Yes. Special Ability: Pilot Snipe (Target). Produced At: Barracks. Cost: $2000. Requires: Battle Lab.
Natasha's a legendary Sniper and a Hero to the Soviet army. She can easily shoot her victims' heads off, and her bullets can go through multiple targets! Against Armour and Structures, she uses her laser designator to signal an Air Strike, destroying the target no matter how strong it is! She can also snipe the driver of a vehicle, leaving it open for anyone to take control of it.
Ore Collector
Class: Armour. Purpose: Money Making. Role: Worker. Weapon Type: None. Range: N/A. Good Versus: None. Bad Versus:
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